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Thread: Machines of War

  1. - Top - End - #991
    Barbarian in the Playground
     
    curf06's Avatar

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    Default Re: Machines of War

    I get their gear from the chest and pass it to them through the bars. I then go back to picking the lock.

    DM
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    Open Lock
    (1d20+6)[26]

  2. - Top - End - #992
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    madtinker's Avatar

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    Default Re: Machines of War

    Just when you thought it might never give, the lock opend with a well oiled click.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  3. - Top - End - #993
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    curf06's Avatar

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    Default Re: Machines of War

    In a whisper: "What do you guys want to do now? Do want to look for information? Or do you simply want to get out of this place?"

  4. - Top - End - #994
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    INWranger's Avatar

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    Default Re: Machines of War

    I would say rifle their records and see why and if we can get your bounty cleared. If there isn't time we take all the records we can and then torch the place to cover the theft.

  5. - Top - End - #995
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    curf06's Avatar

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    Default Re: Machines of War

    Whilst whispering, "Okay let's make our way over to the records."

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    Move Silently
    (1d20+11)[18]

  6. - Top - End - #996
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    Manwhoisthisman's Avatar

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    Default Re: Machines of War

    Keiji nods and begins to follow quietly.
    Last edited by Manwhoisthisman; 2012-06-28 at 06:28 PM.

  7. - Top - End - #997
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    Default Re: Machines of War

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    Dice roll fail =(
    move silently (1d20+7)[26]

  8. - Top - End - #998
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    madtinker's Avatar

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    Default Re: Machines of War

    Curf, you recall that the books are locked in Trevor's (rat man) office at night. His office is down the hall towards the barracks. Here is a link to a google doc where you can see the rough layout (as told by Curf).
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  9. - Top - End - #999
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    Default Re: Machines of War

    Whispering, "Okay we need to head down the hall leading away from the cells. At the end of the hall we take a right, and Trevor's Office will be the first room on our left.

    Remember at the end of the hall leading away from the cells is the Officers Bunk Room.

    If there are no objections; follow me, stay quiet, and I'll take you guys to Trevor's Office."

  10. - Top - End - #1000
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    INWranger's Avatar

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    Default Re: Machines of War

    follow curf to Trevors office.
    move silently
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    (1d20+9)[13]

  11. - Top - End - #1001
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    Keiji nods and follows as well.
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  12. - Top - End - #1002
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    Move Silently
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    (1d20+11)[17]

  13. - Top - End - #1003
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    madtinker's Avatar

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    Scruff and Trevor are asleep, and the other mercenaries are either asleep or to busy to notice anything, especially through doors this far away. Unless they get less than five, they won't be heard.


    You make your way, cat-like to the door of the office, without any signs of being detected.

    Edit: The door is heavy oak and iron bound, with a large brass lock.
    Last edited by madtinker; 2012-07-01 at 12:57 AM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  14. - Top - End - #1004
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    Default Re: Machines of War

    I check the door to see if there is light coming from under the door.

    If not I open the door a crack and peer inside.

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    (1d20+9)[29]

  15. - Top - End - #1005
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    Default Re: Machines of War

    The door rattles as you push against the lock, but doesn't yield.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  16. - Top - End - #1006
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    Default Re: Machines of War

    In a whisper: "Where does Trevor sleep? I'll go and get the key. Doubtless we will need more once we are inside."

  17. - Top - End - #1007
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    Default Re: Machines of War

    "I'll pick the lock. We don't want to risk waking anyone up."

    Open Lock
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    (1d20+6)[25]

  18. - Top - End - #1008
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    Default Re: Machines of War

    The lock clicks silently open.

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    The door is alarmed a permanent alarm spell. Trevor will wake up if anyone goes in.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  19. - Top - End - #1009
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    I open the door enough so that I can peer inside.

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    (1d20+9)[12]

  20. - Top - End - #1010
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    Default Re: Machines of War

    In the dark of the hallway, it's almost impossible to see anything but the bulk of a desk.

    Jaster's elf vision lets him make out some shelves and a large chest.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  21. - Top - End - #1011
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    Default Re: Machines of War

    I go over to inspect the chest and lock. I am looking for any traps.

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    (1d20+7)[26]

  22. - Top - End - #1012
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    Manwhoisthisman's Avatar

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    Keiji moves to hold the door open as Curf inspects the contents of the room.
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  23. - Top - End - #1013
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    INWranger's Avatar

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    Default Re: Machines of War

    Search the desk for traps or alarms.
    (1d20+3)[9]
    Then move on to the shelves.

  24. - Top - End - #1014
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    Default Re: Machines of War

    You don't find any traps on the desk or chest, though it is difficult to tell in the dark, as you are mostly feeling around with your hands.

    Listen checks all around.

    22 or better (21 for Keiji)
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    Someone is waking up in the adjacent room, you can hear them whispering but you can't make out what is being said.


    32 or better (31 for Keiji)
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    The whispering is "Wake up! Two somethings just broke into my office."
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  25. - Top - End - #1015

  26. - Top - End - #1016
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    Default Re: Machines of War

    I open the chest and search its contents.

    Open Lock
    (1d20+6)[11]

    Search
    (1d20+7)[19]

  27. - Top - End - #1017
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    Listen (1d20+6)[7]
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  28. - Top - End - #1018
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    Default Re: Machines of War

    The chest isn't opening, and you can't tell why because it is dark, but you imagine that its because the chest is locked.

    The others don't notice any unusual sounds. Jaster, in the dim light you can see rows of ledger books, neatly labeled with titles like "accounts" "roster" "legal" and dated, with the oldest ledgers at the top and current ones at about eye level. Also there are cubbies with loose documents, and the cubbies are labeled "current legal" and "open bounties"
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  29. - Top - End - #1019
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    I listen to hear if anyone has noticed us.

    Listen
    (1d20+5)[7]

  30. - Top - End - #1020
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    Default Re: Machines of War

    Suggest we start looking at the ledgers and documents on the shelf.

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